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Revision as of 18:14, 23 January 2021
Introduction
Shermie is a grappling orientated character in much of a similar essence to Clark Steel. She has to get fairly close though to be threatening to the opponent though.
Movelist
Throws
Move Name | Motion | Nickname | Description |
---|---|---|---|
Shermie Flash Original | Near f or b + C | ||
Front Flash | Near f or b + D |
Special Moves
Move Name | Motion | Nickname | Description |
---|---|---|---|
Shermie Stand | f+B | ||
Shermie Whip | dp+K | Air Command Throw | |
Axle Spin Kick | qcb+K | ||
Shermie Shoot | hcf+K | Command Throw | |
Shermie Spiral | hcf+P(Close) |
Super Moves
Move Name | Motion | Nickname | Description |
---|---|---|---|
Shermie Flash | hcb , hcb + A or C | Command Grab | |
Shermie Carnival | hcf , hcf + A or C | Command Grab |
Combos
Jumping D, Standing/Crouching C, hcf+A/C (Rush 2+)
Jumping D, Standing/Crouching C, hcf,hcf+A/C (Rush 2+)
Jumping D, Standing/Crouching C, hcb,hcb+A/C (Rush 2+)
Standing A, hcb,hcb+A or hcf,hcf+A
Crouching A, hcb,hcb+A or hcf,hcf+A
Standing A, Standing A, hcf+A
Crouching A, Crouching A, hcf+A
Strategies
Basics
- With Shermie your main goal is to try to get really close in with the opponent for some throw combos, but it will be really tough because your only thing with range is Cr. B or Cr. D.
With Cr. B not cancelable/comboable and Cr. D being a sweep and unsafe on block.
- Other good ways to land your throws is also by interrupting attacks with slow startup or punishing whiffed moves with a lot of recovery or forward rolls.